The major rewrite is here


After months of work, the new branch is finally here.

This is a major rewrite effort, porting all the code from C++14 and Lua to straight ANSI C. The original motivation was trying to port the game to Amiga - and it mostly worked.

Speed is probably worse than before because I lost a lot of the semantics in modern revisions of C and C++ that signals the compiler that something will not change after being computed, thus, resulting in sub-optimal code. I tried my best to tweak it, but I believe it is what it is.

Level design also went thru a major overhaul and it's a lot more interesting now (and probably one of the reasons speed is also a lot worse than before). There are many instances where I'm rendering way more polygons than I should - but getting feedback before acting is very important, so my effort won't go to waste.

You might also notice the art looks different. I did my best to give the game it's own look instead of reusing lots and lots of textures from Dungeons of Noudar. Some might not look great yet, but I do believe it's an upgrade.

Finally, regarding the Amiga build, I'm not happy nor ready to release it. It still can't handle keyboard as it should nor have sound. Speed is also an issue - you need at least a Amiga 1200 with an ACA accelerator (tested with a 68030 and 8MB of FastRAM) to be as playable as a 486. I would love to support OCS as well, but I can't get my compiler to play nice with it.

Most of all, a lesson was learned: for my next project, it will support 486s and Amigas right from the start, with early warnings when the speed drops below the threshold of quality.

(Of course, if you want me to send you the Amiga builds, just drop me a line)


Files

the-mistral-report-beta5.zip 257 kB
Oct 06, 2019

Get The Mistral Report: Invisible Affairs

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